| Commit message (Collapse) | Author | Age | Files | Lines |
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Hopefully this will turn the #8848 ugliness into crashes.
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For now this affects all watchers, but it would probably make more sense
to make it a client-side option instead.
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Setting tile_show_player_species replaces the normal doll with the
player's race's monster tile.
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Since pickup_menu = true was basically identical to pickup_menu_limit =
1 (or 2, actually), there isn't much need for two separate options. The
new default for pickup_menu_limit is 1, so there is no change in the
defaults.
However, if you pickup_menu_limit is now exclusive, not inclusive. This
fixes the weirdness that 1 and 2 meant the same thing, since you can't get
a menu with only one item on it. So, if you had pickup_menu = false, there
probably is a change in behaviour.
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There's really no reason not to show the line; in other options, having
the default always be the case can be annoying, but if you don't want
to look at the gold/turns display, you can just not.
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The problem with monster pickup of the type that this branch removes
is that it encourages tedious behaviour to achieve the optimum result.
While in general people don't bother to pick up every weapon and armour
and stuff it upstairs, that would be a way to prevent monsters from ever
picking up items you've seen. With Apportation, you don't even have to
reach the item, and on a mummy, say, you don't even have to worry about
the infintesimal food cost. People do already do this for chaos and
distortion weapons, and it is not a very good thing.
Not allowing allies to pick up items is related, in that it means that the
code can be simpler, but it also has problems of micromanagement,
weirdnesses with the ctrl-T command, and allies already have their share
of problems. I hope that the compensations for Beogh and mercenaries make
up for what is lost in terms of fun.
Conflicts:
crawl-ref/source/tag-version.h
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Including the default_friendly_pickup option.
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When enabled, you will always be prompted to choose a hand/tentacle when
equipping a ring, even if you currently have some empty slots, or if one ring
is cursed, etc. As a result, "Px>" should always result in "put ring x on
right hand", and never "put on ring x, then go downstairs", for example.
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Item inventory weights (based on item mass) generally don't lead to
meaningful decisions that justify the inventory juggling and interface
problems that come from having burden states. The 52-slot limit is a
better system for limiting inventory and providing inventory-related
decisions because it's not so fine-grained and doesn't require the
player to examine weights for each slot. Work is ongoing to improve
the slot system by consolidating food types and handling strategic
consumables in a different way.
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If set to false, travel will stop in front of doors (much like the
previous behavior if easy_open was set to false).
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It didn't have a very clear use case and if you really want to
reproduce it, you can press ^C every so often.
Also clean up the options documentation a bit.
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The CLua console and --no-save were partially but not completely
contained in #ifdef WIZARD. Make them both work without WIZARD.
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They just existed to replicate some ancient behaviour that is very unlikely
to actually be desirable now.
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It went missing in 0.1.4 but has been in the documentation ever since.
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Add a third, default, value for show_inventory_weights, to enable
weights for pick-up and drop menus only.
Ctrl-W continues to toggle weight display in the current menu, but is
no longer persistent from one menu to the next.
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It has been defaulting to `true` for a while now. That setting provides
a nicer interface overall and there is little reason to support alter-
nate input methods.
Some prompts asking for a letter have not been adjusted, for example
evoking a rod with multiple spells. Those are hopefully gone soon
anyways.
[Committer's note: The option had no known uses except by bots, and
those could work without it. And, of course, multi-spell rods are
gone.]
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So, if you're running a bot or you're generally annoyed by
ranged/magical animations, you can set this to an appropriately low
value.
This also condenses a lot of code duplication related to arena_delay; a
new function called scaled_delay is used for functions that should be
impacted by this.
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Documentation claimed that branch stairs were coloured with upstairs and
downstairs colours, but they were coloured like other non-stair
features. Now branch exits are coloured with tile_upstairs_col and
entrances with tile_branchstairs_col which has the same default as
tile_downstairs_col.
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This changes the default WebTiles minimap colours to match local tiles.
To get the previous default values use:
tile_floor_col = #a9a9a9
tile_door_col = #a52a2a
tile_item_col = #008000
tile_friendly_col = #ee9090
tile_peaceful_col = #ee9090
tile_plant_col = #006400
tile_upstairs_col = #0000ff
tile_downstairs_col = #ff00ff
tile_excl_centre_col = #00008b
tile_excluded_col = #008b8b
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The setting itself went largely unused with a few exceptions for bot
configurations, and the toggle (either @ or Ctrl-D in the drop menu)
added nothing to the interface: It was intransparent and probably not
known to a single player out there. Like with the pickup menu, what was
old `multi` is the far superior interface, and unlike with pickup it
also has been the default for a long time.
For quickly (interface-wise) dropping items, there still exists `D` to
drop your last pickup, but even that is rather prone to input errors.
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note_dgl_messages.
Webtiles chat and DGL messages have different functionality and are used in
completely different ways. Webtiles chat doesn't necessarily involve the
player of the game being spectated (and indeed it often seems not to have
anything to do with the game), while DGL messages are invisible unless the
player chooses to read them and thus usually consist of a conversation
between the player typing in notes and a spectator. Not logging DGL
messages (which was recently made default) is thus usually undesirable
because it means logging only one side of a conversation (the player's).
The new option note_dgl_messages defaults to true.
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Unsurprisingly, it outputs the fsim data in csv format, for easier processing.
Also rename the output file to fsim.txt (or fsim.csv).
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Sidebar is no longer hidden by default, so that minimap remains visible.
To get old behaviour use: tile_level_map_hide_sidebar = true
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'pickup_menu' option behavior adjusted:
* true : same behavior
* false : like the old auto:X, X is given with a new option:
'pickup_menu_limit', default 4, negatives value considered
as item_stack_summary_minimum.
Why 4? starting to 4 questions, you got a --more-- prompt, and starting to
6 items on the square, items are displayed with glyphs instead of full names.
[Applied a few minor fixes and simplifications -nfm]
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Except for tile_font_tip_size, since there are no tooltips.
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Also axe a tile_force_regenerate_levels sighting.
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tile_cell_pixels and tile_filter_scaling
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End result is that:
* `pickup_menu = true` is old `pickup_mode = multi`, and new default
* `pickup_menu = false` is old `pickup_mode = single`
* `pickup_mode = auto:X` is gone without replacement for being of little use
Recognizing the old option in initfile did not make much sense either
because the default changed: Old `multi` was the only setting that
anybody would include in their rcfile, and that one is now meaningless.
So if your config until now included a line like the following:
pickup_mode = multi
you can now safely remove this.
If you prefer the old default behavior, use this option from now on:
pickup_menu = false
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This should increase the amount of players who actually get to see
translations by 2-3 orders of magnitude. I did not do this initially
on purpose, not wanting to make push jarring work in progress. The
progress of translating goes way, way slower than anticipated, though,
so enabling just descriptions is not that bad.
There are three platforms that need to be handled
* Unix (this commit)
* Windows
* webtiles
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I left them only where the contents is not indented, like in a namespace
or a template.
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Player's options are always sent on the game start, by the process
itself. They are also sent to any joining spectators.
Spectators also receive their own config which is generated by running
--print-webtiles-options.
Also added a simple options module to JavaScript. Since all the options
are received on game start the code can assume that the values are
always there and have been validated by the server side code.
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See Mantis for discussion.
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It can't be stored in the options struct, as it's re-initialized when a game
starts, overwriting whatever came from the command line.
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No docs yet.
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easy_eat_contaminated, easy_eat_gourmand and prefer_safe_chunks are all
unnecessary now that contaminated chunks just give less nutrition.
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A map can recycle overwritten keys, a vector can't.
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This sets both delays (explore_delay, travel_delay) to -1 for server
play, along with enabling travel trails.
Additionally a rest_delay option is added which also defaults to -1
on servers or 0 locally, to speed up resting.
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The only cost is having assignments be a function, as you can't overload
operator[] to have separate bits be lvalues.
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